TCG Card Shop Simulator

TCG Card Shop Simulator

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Everything Customers (Update 0.50.3)
By LoddZee
A thorough guide to everything customer related!
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Latest Updates To Customers
v0.50.3 tweaked the odds for customer trading percentage and added a pause on the 1 hour time when trading for all other trading customers.

v0.50.2 tweaked some of the odds for customer trading and the trade to sell ratio. Also added a definite check to make sure both cards when trading are not the same.

v0.50.1 tweaked some percentages and values for the customer trading, especially with how often a customer wants to trade and the percentage between trading and selling.

v0.50 introduced customer trading! Customer's will now try to sell cards to you for money!

v0.49 introduced a better formula for XP gain for Customers who play at tables! Customers also have a higher chance to shop for single cards after playing. And lastly, Customers will now try and pick the shorter queue when trying to check out!

v0.48 changed how customers choose "Target Items" and slightly lowered the chances for "Target Item" shoppers.

v0.47 changed the formula for xp gained from customers buying items and added a few more reviews. 0.47.3 removed negative reviews for items you haven't unlocked yet.

v0.45 added customer reviews!

Thanks to user Jay (aka Y.W.) for the idea of this section!
Edit Corrections
Just want to add this section for any major corrections I need to add. If you've read this guide before the edit date, just double check to see what was updated.
  • The "Shop Level" in the code is always 1 less than what is shown on your screen. This has changed a few values I've written but ultimately not much would change. I also assumed level 100 is the max and didn't bother checking so that is my mistake. Anything that is shop level based, I'll provide the values up to 100 (aka 99 in code but 100 where you can see it). (01-Oct-24)
  • Not a correction, but I'm adding in the chances of a customer playing at a table. (02-Oct-24)
  • Stinky customer chances are affected by time of day. I have now added those in. (02-Oct-24)
  • Added in their decision making when going to more than one shelf. (03-Oct-24) Thank you to Keldor for suggesting!
  • Added values for spraying customers. (03-Oct-24)
  • Corrected max customer values from shop expansions (thank you python for round .5 DOWN). (04-Oct-24)
  • Added formula for value of buy chance. I honestly thought it was more complicated than it actually was so that's my bad. (07-Oct-24)
  • Change around the order for What Makes A Customer Buy Something? to make the flow more natural and sort any confusion. (07-Oct-24)
  • Updated chances for a customer to have a target item. (07-Oct-24)
  • Fixed error: maximum number of items a customer can get at once is 13, not 14. (12-Oct-24) Thank you Lywzc for pointing out the mistake
  • Updated what it means when a customer "selects a shelf" to buy from. (16-Oct-24)
  • Condensed review side and updated Target Item customer percentages. (18-Oct-24)
  • Fixed a typo in target item shopper percentages! my bad. (23-Oct-24)
  • Fixed an error in how many shelf items become target items. (4-Nov-24)
  • Fixed a big dumb dumb of how I explained shelf items. (7-Nov-24)
How Much Can Customers Spend?
First thing everyone wants to know is how much a customer can spend. Maybe you've gotten lucky and pulled a foil full art early and want to sell it for easy cash. Well, there is a maximum limit as to how much a customer can have and it's all based on these factors:
  • Your Shop Level.
  • How many Shop Expansions you've unlocked.
  • If you've unlocked the Shop Lot B (And how many expansions you've unlocked for Shop B).
And the formula goes as such:
100 + ((Shop Level - 1) * 100) + (Shop A Expansions * 250) + (Shop B Expansions * 400) + 500 (If Shop B is Unlocked)
Note: The Shop Level part of this formula is based off what you see your shop level to be, not what the code says it is. The code always says the Shop Level is 1 less than what you see in the game, hence the -1 part in there.

So to put that funky formula into words, here's how to calculate the maximum money a customer can have:
  1. Start off at $100.
  2. Add $100 for every Shop Level. ($9,900 at Lvl 100)
  3. Add $250 for each Shop A Expansion you've unlocked. ($5,000 Total)
  4. If you've unlocked Shop B, add $500.
  5. Then add $400 for each Shop B Expansion. ($3,200 Total)
Giving a value of $18,700 at Lvl 100.
(There is an absolute limit of $30,000 which you will reach at Lvl 213)
Wealthy Customers
That's not the end of it. Some customers can be considered Wealthy or Slightly Wealthy (Made up terms, not actually defined in the code).

About 0.3% of customers will be considered Wealthy and will have between
$300 and the max amount value * 4.

About 5% of customers will be considered Slightly Wealthy and will have between
$40 and the max amount value * 2.

Otherwise, the regular ol customer will have between $20 and the max amount value.

So TLDR: the absolute maximum a customer can have in their pockets/credit card is $120,000 (if you're lucky and have grinded all the way to Lvl 213!).
How Many Customers Can I Have?
The formula for calculating how many customers you can have in your shop at once is a bit complicated, but it's based on the following:
  • Your Shop Level.
  • How many Shop A Expansions you've unlocked.
  • How many Customers are currently playing at a table.
Without going into how the following values are calculated (because it's slightly complicated to explain let alone write down), here are the specific values at each Shop Level and Expansion:

Shop Level:
1: +1 2-3: +2 4-6: +3 7-10: +4 11-15: +5 16-21: +6 22-28: +7 29-36: +8 37-45: +9 46-55: +10 56-66: +11 67-78: +12 79-91: +13 92-100: +14 (It goes on further)
Shop A Expansions:
0: +1 1-2: +2 3-5: +4 6-9: +5 10-14: +6 15-20: +8
After that, the formula is as follows:
1 + Shop Level Value + Shop A Expansion Value + Ceil(Num of Customers Playing / 2)
(The Ceil function just means rounded up. So in this case, if the value ends up as 1.5, it'll round up to 2)

Just to clarify: the last part of the formula is just the number of customers sitting down to play divided by 2 and rounded up. Typically, this means the number of play tables with at least one person sitting down but there can be times where two customers are waiting at separate tables (which only contributes an extra customer from both waiting players rather than two).

There is a max cap of 28 so despite having a Shop Level of 200 and every Shop A Expansion, you'll be capped at that many people.
What Makes A Customer Buy Something?
There's a few things that contribute to a customer buying an item from your shop.
Customers with Target Items
Every week, there'll be a new "Target Item" list that customers can want! Think of it as the "popular items" list. I'll go over the number of items in the list but for now, one of the main things to consider for customers buying items is their chance to be a "Target Item" shopper. This means they'll choose between 1-4 items from the "Target Item" list to shop for. They'll try to buy those first if they decide to buy something.

These sort of customers have a set chance to spawn at specific shop levels:
1-3: 5% 4-5: 10% 6-10: 15% 11-20: 25% 21-30: 30% 31-40: 40% 41-50: 45% 51-60: 50% 61-70: 55% 70+: 60%
Target Item list
The Target Item list will be comprised of both items that you have stocked on a shelf and items that you can unlock at your level, regardless if you've already unlocked them or not. The number of items that can be picked from the shelves is:
num = 2 + (ShopLevel / 10)
This value num can be up to a maximum of 8, which occurs at level 60. When the code goes through and selects items from your shelves, It'll take all the items you have labelled and put them into a pool. When one of those shelf items gets selected to be a Target Item, it'll remove it from the pool and add it to that Target Item list. This will stop whenever you reach that maximum num or until the Target Item list has more items than in that pool. To dumb it down, you gotta have double minus one (because it does round up) or more items on your shelves than that max num value for how many can be taken from the shelves. If you don't have that many unique items, the list will go with however many items you have on the shelves and the rest will go into what you can unlock, which the value for that is:
(num * 1.5) - Num Of Items Currently In list
Just a quick example, say you are level 100 so the value for num is 8 (max cap), 8 of your items will be chosen from the items on your shelves while the other 4 (8*1.5=12) will be randomly selected across all the items in the game. If I only had 6 items stocked, then only 3 of those will become target items while the other 9 will be random items.
Here is a table for how many Target Items you'll have at each level, how many of those can be Shelf Items, and how many items you need stocked to reach that shelf item maximum:

Shop Level
Target Item Count
Max Shelf Items
Stocked Items Needed
1-9
3
2
3+
10-19
4
3
5+
20-29
6
4
7+
30-39
7
5
9+
40-49
9
6
11+
50-59
10
7
13+
60+
12
8
15+
How a Customer Selects a Shelf
When a customer enters your store, they may either go to a random shelf or straight to the shelf that has one of their target items. If you don't have your target item available, they'll go to a random shelf before stating that they can't find the item.

Any customer going through that "random" shelf process will first have about a 33% chance to check out any cards you have selling if you have any displaying. This chance does increase by +15% when it's afternoon and also +15% if the customer has already played a game at a play table.

I'd like to clarify here that when a customer selects a random shelf, I mean they will select a random compartment on that shelf that actually has items. If you don't have any shelves stock with anything, they'll just go to a random shelf and be disappointed.
How Many Items They'll Take
Firstly, the customer will see how many of the item they are looking at exists on a shelf compartment. They'll then randomly select a number between 0 and that number of items (up to a max of 13).
Then, they'll see if the item relates to cards in some way. If it isn't, then that number is halved. Anything that is relating to cards includes card packs, card boxes, battle decks, and card sleeves.
Also, they'll see if it's a deodorant. If it is and the customer is smelly, then they won't buy one. Otherwise, they are limited to 3 deodorants.
Note, if a customer decided to buy 0 of an item during this process and the item isn't a booster pack, then there's a 75% chance that the number will bump up to 1 so that the customer will at least get something.
The customer will then go through the probability of buying (Customer Evaluation of Price) for each item until they go through that amount or run out of money to be able to spend.

For cards, they only go through the probability of buying.
Customer Evaluation of Price
When a customer finally reaches a shelf and decided they want to purchase a specific amount of one item, they'll evaluate the price of the item compared to it's market price for every individual item they want to take.

The formula is just just the percentage of the Shelf Price compared to the Market Price put as an evaluation. Here's the formula:
PercentFromMarket = Round((Set Price - Market Price) / Market Price * 100)
There is a special case for anything with a market price under $2 in which the following will be applied after (If you don't understand below, you really don't need to worry about it. It just makes the evaluation less important for lower priced items):
PercentFromMarket(2) = Round(PercentFromMarket / Lerp(1, 10, (0 < (2 - marketPrice) / 2 < 1)))
Basically, anything lower than the market price will result in a negative value and vice versa for anything above the market price resulting in a positive value. For example:

If a plushie has a Market Price of $10. If you set the price to $9, this value will be -10 because it's -10% off Market Price. If you set the price to $15 then the value will be +50 because it's 50% more than the Market Price.

That being said, here's the percentages for how likely a customer is to buy an item per each evaluation value:
-20 or below: 100% -10: 95% +-0: 90% +10: 75% +20: 60% +30: 45% +40: 15% +50: 5% +60: 1% +60 or above: 0%
(Note: There are evaluation percentages between each value, they are just linear. For example: +15 is exactly middle between 75% and 60%, that being 67.5%)

Of course, they'll also check to see if they have enough money. If they don't, well they can't make money out of thin air and they'll just go to check out or move to another shelf if they don't have anything yet.
Best Price To Sell Items
Thanks to the efforts of Mercury, they have created an amazing spreadsheet to do the calculations for you! Please check out his guide below!
https://steamcommunity.com/sharedfiles/filedetails/?id=3342881996
When Will Customers Play?
Some Customers like to just come in and play a friendly game! So here's some info about that.

If a customer has not played a game yet, is currently holding items that haven't been paid for, or is an angry customer (found your tables too expensive to play), then they will have a certain chance of wanting to play a game depending on the time of day:
18% in the morning. 33% in the afternoon. 63% in the evening. 73% in the night. Added 25% if there is a player waiting at a table to play
If they do succeed any of these checks, a player will always first go find a table with someone waiting to play. If there isn't anyone waiting, they'll go sit by themselves.

If a game does start, the game will go between 15 to 179 seconds, or roughly 15 minutes to 3 hours in game (Averaging about 97 minutes in game).

Once they have finished playing, the customers have about a 60% chance to immediately pay for the items they have or leave the shop. Otherwise, they'll try to do something else. At this stage, if they have already checked out, they will automatically leave due to the checks on customers wanting to look for items.

If the customer is by themselves, they'll start a timer between 5 and 30 seconds. Once the timer finishes, the customer will get up because they are too lonely and no one wants to play with them.
Customers Queuing to Play
If a customer tries to sit down at a table where there's a game already being played, they have a 70% chance of giving up and go do something else. The other 30% will try to queue for a game (so long as there's no one already queuing at that table) and you'll see that when a customer is just kinda standing next to a play table watching.

Any customer queuing for a game will start a timer exactly like the one above (5 to 30 seconds), Once timer finishes, they'll have a 40% chance to pay for the items they have or leave the shop. Otherwise, they'll try to do something else.
Quick Note on Time of Day
If you're wondering what constitutes as "afternoon" or "evening" in this game, here are the time periods:
8:00am-12:00pm: Morning 12:00pm-4:00pm: Afternoon 4:00pm-6:30pm: Evening 6:30pm-9:00pm: Night
Play Table Fees
Similar to how customers will determine if an item is too expensive to buy, they'll also evaluate the playing event fee you have. It uses the same formula but instead of being out of 100, it's out of 90. This makes it so if the fee is at the market price (aka what nearby stores charge). Here are the chances per percentage from market price:
0% or below: 100% +10%: 83.33% +20%: 66.67% +30%: 50% +40%: 16.67% +50%: 5.56% +60%: 1.11% >60%: 0%
Credit to Scarlet Bachi on Discord for showing me this info.
How Customer's Decide What To Do?
Customer's go through quite a train of thought when it comes to picking what to do. So for this, I'm just gonna go through the process up to down and give a basic summary of how a Customer thinks when they decide what to do.

First off, it's noted that if a customer ever fails to find/buy an item (aka going to a shelf that has nothing on it, failing to play at a table due to price or picking a table someone's already at, or attempting to pick up an item that's too dear for them), they will keep track of how many times that's happened. After each failed attempt, a number between 1 and 5 is randomly generated and if the number of failed attempts to buy something happens to be greater than the random number, they'll leave the store/check out whatever items they are currently holding.

This also occurs if the customer is attempting to pathfind to a shelf or play table but for some reason it's blocked off or can't exactly reach it ). Play Tables actually use both "item attempts" and "shelf attempts" but the "shelf attempt" part is for when they can't pathfind rather than play at a table.

Customers will go through these options and pick the first one that is available to them:
  1. Trade a card. (20% and has to not have traded before)
  2. Play at a play table. (At least one play table has to exist while the customer doesn't have any items with them or checked out, hasn't played a game yet or attempted to play one)
  3. Look at cards to buy. (Card table has to exist while customer can't have checked out yet)
  4. Look at items to buy.
Next, basically after every successful interaction (standing at a valid shelf and going through the process of picking items/cards), they'll decide if they wanna leave. This decision is based on 3 checks:
  • If the volume of items they are carrying are more than 50 units.*
  • If the items they have cost more than their maximum money (aka they broke after visiting your expensive store)
  • If they just decide they wanna leave (50%).
If they pass any of these checks, they'll try to checkout/leave the store.

So in theory, if a customer ends up holding 6 card boxes (48 units) they can still buy another 7 boxes for a total of 13 boxes.

Other than that, they'll keep looping shelves so long as the above checks fail. Most of the time, you'll have a customer go between 1-3 shelves getting items and then go check out.

*Note: Item volume is independently set by the developer but it's based on the width, height, and length of the object. As a rule of thumb, an item's volume is just 64 divide by how many you can put into a large cardboard box. E.g: a card pack is 1 volume unit, and a card box is 8 volume units. The only exceptions I've found are the card sleeves (1.5 units each) and battle decks (4.5 units each) which is close enough to the calculated value.
Stinky Customers!
We all hate the stinky customers that come into your shop and cause havoc! Well, here's what you need to know:

The percentage chance of having a customer spawn as a stinky customer is:
2 + ((Shop Level - 1) / 2) %
Note, there is a maximum cap of 17% which you will reach at level 31.

This percentage does raise 3% when it's in the Evening and 5% when it's Night time, for a total of 20% and 22% maximum respectfully.

Of course, there is a maximum number of stinky customers that can exist around your shop at once. The formula looks like:
((Shop Level - 1) / 5) + 1
So at Shop Level 101, you can have a maximum of 21 smelly customers existing at once.
(Since the maximum number of customers that can ever be in the world is 28, you'd need to be Lvl 136 for every customer to potentially be stinky)
Stinky Customers Affecting Others
If a stinky customer is within 3 units (typically 3 meters in a Unity game) of another customer, then that other customer may be bothered by the stink. For every stinky customer that is in the store at once, a customer has a 15% chance (additive) to want to leave or if they have an item to purchase, they'll immediately go to a checkout.

Adding onto this, stinky customers are not affected by other stinky customers. In theory, you could have a whole store of stinky card collectors and nothing will be affected (except maybe if you have Mysophobia, then yeah you may get nightmares).
Spraying The Stinky Away!
As you know, one of the main mechanics of the game is spraying stinky customers so that they don't bother other customers! The basic info you need to know is that stinky customers have a stink value of 10. Spraying customers yourself takes 1 stinky value away per 0.15 seconds (1.5 seconds to fully destinkify a customer), while the small, medium, and large auto sprayers take away 5, 7.5, and 10 stinky values respectfully when activated (every 3 seconds).
Customer Satisfaction
A customer will only be dissatisfied if they do one or more of the following:
  • Haven't purchased an item.
  • Haven't purchased a card.
  • Haven't played at a play table.
The main reasons why any of these 3 would occur is if:
  • Your prices are too high.
  • They can't find the item on their list.
  • They can't find an empty play table seat.
  • They can't find the checkout.
  • They can't find any items on any shelves they've internally checked.
Dissatisfied customers don't affect your game whatsoever. They are just a stat that is saved to your game.
Customer Reviews
When a customer leaves the store, they will usually write a review on your store about their experience! These reviews can be about one of these subjects:
  • Item Variety - How many different items you have. Affected by Target Item buyers.
  • Item Price - Too high, bad review. Low, good review.
  • Card Price - Same as Item Price.
  • Card Rarity - If a customer can't buy a card but likes the price, they'll comment on the rarity.
  • Play Table Price - Same as Item price.
  • Smelly Customers - Too many smelly customers = bad shop.
  • Blocked Store - I CAN'T GET IN! I CAN'T GET OUT!
  • Opening Packs too close to Customers - Do your job and stop opening packs.
  • Being given too many coins as change - I wouldn't like to be handed 100 coins too.
  • Generic Review - If they can't make a unique one, they'll pick one from here.
Whenever a customer does one of these actions, they will add a review entry to a list they keep until they leave the store. As they leave the store, they'll randomly select one of these reviews to post on your review app for you to see.

Firstly, each review has a rating displayed as stars. When a review entry is added the number of stars will be set by the level of the review (negative/neutral/positive). Negative reviews will always start off at 1 star, neutrals will be set as 3 stars, and positive reviews are at 4 stars.

Each review also comes with a percentage to add an extra star. Initially, just before a review is posted, it has a 50% chance to add an extra star. This is increase or decrease by the extra star chance depending on what kind of review is chosen. So to get a 5 star review, one of the reviews in the customer's list would have to be a 4 star positive review and then pass that 50% (plus whatever the extra star chance) to be upgraded to a 5 star.

You can only ever have 30 reviews at a time that affect your average. If you have 30 and one more gets added, it removes the oldest review from the app.

I also want to add that at this current moment reviews DO NOT HAVE ANY EFFECT on the gameplay whatsoever. Maximum customers, max money a customer can own, and price evaluation are completely unaffected and only change visuals on your review app. (As of Update 0.47.3)
Reviews are starting to do something! Yay! (As of Update 0.49)
Customer Card Trading
Customers may want to come in and trade or sell a random card with you! You'll see them waiting by a cashier register with a red exclamation mark on their head.

When they walk into the store, they have a certain percent chance to want to trade a card. This chance is based on your shop level and is calculated with the following:
3 + ((Shop Level - 1) / 4)
However, this chance is capped depending on the time of day:
Morning: 5% max Afternoon: 10% max Evening: 15% max Night: 8% max
After that, you will get an extra 1% for every 20 levels up to a total maximum of 20% during any time of day. To get the absolute maximum during the entire day, you'll need to be at level 301 (so that mornings goes up to 20%).

A customer will only ever trade one card. Once they have traded, this action is locked out of their potential things they can do.

A customer will only ever wait 1 in game hour (60 seconds) to have the trade initiated. If you don't, they will not trade anymore and go and do something else. This timer does pause for all trading customers waiting if you are currently in a trade with a customer.

When you initiate a trade with a waiting customer, a few thing will happen internally inside the customer's brain. Firstly, they will decide whether or not they want to trade a card or sell a card. The percentage for a trade of cards is directly linked to your store level (-1) up to 40%. This means that more often in the early game, you'll get customers wanting to sell their cards rather than trade. After level 40, it's a 40/60 to trade or sell.
Generating The Customer's Card
The card they have is now randomly generated. First, a check is placed to make sure a customer doesn't sell you a card that you can't get from a pack. Meaning if you aren't a high enough level to unlock legendary packs, a customer won't sell you a legendary card. Being able to unlock these does increase the chances of the customer selling a higher rarity of card, such as ghosts. Here is what is added to your chances per upgrade:

Lvl
Unlocked Pack
Destiny %
Ghost %
Foil Ghost %
0
Common
0%
0.4%
0%
5
Rare
0%
0.8%
0%
12
Epic
0%
1.2%
0%
20
Legendary
0%
1.6%
0.016%
25
Destiny Common
15%
2%
0.04%
30
Destiny Rare
25%
2.4%
0.072%
40
Destiny Epic
35%
2.8%
0.112%
50
Destiny Legendary
50%
3.6%
0.18%

The monster that is chosen has an even chance to be any border including foil. So a 1/12 for a base all the way up to a 1/12 for a full art foil. Only exception are ghost cards which I have listed above the rarity for a foiled ghost per pack unlocked.
Customer Selling A Card
If the customer is selling a card, the asking price will now generate. They will ask randomly between 0.7x to 1.2x the current market price for that card. They will also add a random multiplier based on the market price:
$10+: 0.00-0.03x $20+: 0.00-0.04x $100+: 0.01-0.05x $300+: 0.01-0.06x $500+: 0.01-0.08x $1000+: 0.01-0.1x $2000+: 0.02-0.11x $5000+: 0.03-0.12x $8000+: 0.03-0.12x
These multipliers are additive, so for example a customer selling a $600 market price card say at 1.2x the market price initially, it would then add between 0 to 0.03x to that 1.2x (aka making it 1.2x to 1.23x) and so on all the way to the $500+ step (which would then be between 1.23x and 1.46x market price). Basically, higher the market price, the more likely the customer will ask for a higher price than market.

When you offer a price for the card, the customer will evaluate the offer by going through these steps:
value1 = (Offered Price - Requested Price) / Requested Price value2 = Round((1 + value1) * 100)
Value1 Can be described as the multiplier for how good the trade from -1 being infinitely horrible for the customer to +1 being double what they asked for and value2 is the actual percentage of the customer accepting the offer. Value2 is also randomly influenced by how bad the multiplier is and it goes as follows:
-0.5 or less: -45% to -75% -0.4: -35% to -65% -0.3: -25% to -55% -0.2: -15% to -35% -0.1 to -0.0: -5% to -15% >0.0: +5% to +15%
After that, the percentage will also be deduced 5% to 15% multiplied by the number of declines a customer has already made and then if the set price is less than or equal to the previous set price another deduction will happen between 10% to 25% multiplied by the number of declines. If you have set the price to more than or equal to the asking price, the chance will instantly be set to 100%.

The percent chance you end up with will then be rolled and if it succeeds the you have a purchase!

If they do decline that offer, they have a chance to reduce their asking price. This is determined by the difference between the offered price and asking price. If the asking price is more than 1.2x the market price, they will reduce their asking price randomly between 0.1x to 0.9x the difference (offered - asking). Otherwise, they'll reduce the price between 0.05x to 0.25x the difference.
For example, the asking price for a card is $1,000 but I offer $900, the difference is $100 so they will reduce between $90 and $10 (if the asking price was over 1.2x the market price) or between $25 and $5 (if asking price was under 1.2x market price).
Customer Trading A Card
If the customer is trading a card, they will then generate a card that they want. They do this by going through all the cards that you have currently have. If a card you own is worth more than 0.75x the market price of the customers card but less than 1.5x the market price, it'll have a 25% chance of being picked to be the wanted card so long as the cards aren't exactly the same (wouldn't make sense to trade the exact same card lol).

If somehow a card isn't selected during this process, it'll do the same thing again but with a 15% chance in hopes that it'll find a card they can trade with. If it fails this time, it'll try 100,000 more times randomly selecting any card until it gets a worthy card but without the percent chance of not picking a worthy card (I am not kidding, talk about brute force).
Video About The Update!
Feel free to go watch my video about this update if you prefer listening over reading!
https://www.youtube.com/watch?v=8HRwQPg3fUc
XP Gain From Customers
This section is just going to over the two ways that customers can give you XP for your shop level! Those two being:
  • Buying Items
  • Playing at a playtable
Items Bought
The formula for how much XP you'll get when a customer checks out is as follows:
(Number of Items In Bag * 4) + (Total Volume In Bag) +(Sum Of Total Level Required To Unlock Each Item In Bag / 2) + (Number Of Cards In Bag * 10
Just to simplify, it's based on:
  • Number of items that the customer is buying times 4
  • The total volume of the items
  • The added total of each items' level to unlock the license divided by 2
  • The number of single cards the customer is buying time 10
Play Tables
As of 0.49, they have added XP gain from customers playing a game at one of the tables! The formula for that is as follows:
Round((Average Store Rating ^ 2) * (((Shop Level - 1) / 50) < 1) * (Customer Play Time / 60f)) * 1.5
To break this formula down, it contains the following elements:
  • The average store rating squared (the rating times itself or (rating*rating))
  • Your shop level divided by 50, up to a maximum value of 1 which you'll get to when you're level 51.
  • The number of hours a customer plays for. The value the tracks the minutes so when it's divided by 60, that's the number of hours.
  • Then just a 1.5x afterwards.
    Also to note, this value is per customer. So after a complete game, the total XP gain will be applied twice as there are two customers who played that game.
Extra Info
Just a few little pieces of info about customers that don't really affect the game at all:
  • Some customers are faster than others. Each customer spawns with a random speed modifier between 0 and 0.25. It's very minor but some customers do walk a tiny bit faster!
  • About 10% of customers are chatty. They'll always say something about what they buy, can't buy, can't find, etc. Other customers only have a chance to say something.

I hope this guide has been a help! If you have any questions or want to see something specific, let me know!
Disclaimer
This info is subject to change by the Developer.
If you see a mistake, let me know. This is from what I've concluded from looking at the code.
I will not be revealing how I looked into the code.

I hope this guide helps you understand what is going on behind the scenes a bit more!

Big shoutout to Keldor for helping me with this guide!
And to everyone who has given me awards! You are all so very kind and I hope each and every one of you get many Ghost Foils!
100 Comments
LoddZee  [author] Nov 23 @ 11:02pm 
keast.laura, it's just shelves they can pick from, not warehouse shelves.
keast.laura Nov 23 @ 4:16pm 
I've read a few comments and am still a bit confused. Which labels are used to generate the "Target Item list"? If I have a storage area with a label for boxes will that also be triggered as an option for the "Target Item List" or only labels on shelves that customers can pick from?
LoddZee  [author] Nov 20 @ 11:15pm 
Nicku The Dicku, yep, since at market price the item will be picked roughly 90% of the time, marking it down -20% means items will be picked 100% of the time they are chosen so you should get roughly a 10% increase in items sold. Not including time to check out and so on though.
Nicku The Dicku Nov 20 @ 11:02pm 
would always marking down 20 percent on items over all sell more in a day then?
Nicku The Dicku Nov 20 @ 10:12pm 
so after level 213 nothing else increases So that the final max level?
LoddZee  [author] Nov 11 @ 10:04pm 
CallmeChristie, it's 15 unique item types, not 15 of a single item. Explanation like you are 5:

you have a bag of chocolates with 15 different flavours. other kids also want chocolates so you want to share. they don't like half the chocolates you have though so they'll only pick from the ones they do like.
CallmeChristie Nov 11 @ 2:23pm 
LoddZee, just a question about your update to shelf items. I am confused surrounding that notion. So to be more effecient I need to have 15 unique items? Or 8 unique items with 15 on a shelf i.e. card packs not boxes as card packs you can affix 64 to a shelf and boxes only 8? Can you explain it to me like I am 5 :)
Kenalex Nov 10 @ 12:39pm 
@Gruby
According to the table, "Target Item Count" always be greater than "Shelf Items", i.e. you can't limit all target items to what you sell, at least one target item would be chosen from what you can unlock (whether or not you unlock it).
Gruby Nov 10 @ 3:43am 
I don't think if i understand the update towards the "hot items" list. My store is lvl 15, so i set up 5 unique highest lvl items over sunday's night. Then customers are also complaining that i dont have 1 extra item avilable(blue dice in this case)... why only one? 5*1,5 is 8 when rounding up so 3
Rainesong Nov 8 @ 3:48am 
Can't wait! Your first video was great, and I am subscribed on YouTube, so I'll catch your next one as soon as it comes out.